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Speed up LeapImage by copying textures on the render thread #105

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14 changes: 5 additions & 9 deletions Source/UltraleapTrackingCore/Private/LeapImage.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -101,7 +101,7 @@ void FLeapImage::UpdateTextureRegions(UTexture2D* Texture, int32 MipIndex, uint3

void FLeapImage::UpdateTextureRegions(UTexture2D* Texture, const LEAP_IMAGE& Image, uint8* SrcData)
{
UpdateTextureRegions(Texture, 0, 1, &UpdateTextureRegion, Image.properties.width, Image.properties.bpp, SrcData, true);
UpdateTextureRegions(Texture, 0, 1, &UpdateTextureRegion, Image.properties.width, Image.properties.bpp, SrcData, false);
}

void FLeapImage::UpdateTextureOnGameThread(UTexture2D* Texture, uint8* SrcData, const int32 BufferLength)
Expand Down Expand Up @@ -156,21 +156,17 @@ void FLeapImage::OnImage(const LEAP_IMAGE_EVENT* ImageEvent)

if (OnImageCallback.IsBound())
{

UpdateTextureRegions(LeftImageTexture, LeftLeapImage, LeftImageBuffer.GetData());
UpdateTextureRegions(RightImageTexture, RightLeapImage, RightImageBuffer.GetData());

if (LeftImageTexture && RightImageTexture)
{
FLeapAsync::RunShortLambdaOnGameThread([&, BufferSize] {
if (bIsQuitting)
{
return;
}
// This is sufficient for now since leap images are small
UpdateTextureOnGameThread(LeftImageTexture, LeftImageBuffer.GetData(), BufferSize);
UpdateTextureOnGameThread(RightImageTexture, RightImageBuffer.GetData(), BufferSize);
bRenderDidUpdate = true;

// Todo: swap to optimized when ready
// UpdateTextureRegions(LeftImageTexture, LeftLeapImage, LeftImageBuffer.GetData());
// UpdateTextureRegions(RightImageTexture, RightLeapImage, RightImageBuffer.GetData());

OnImageCallback.Broadcast(LeftImageTexture, RightImageTexture);
});
Expand Down